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Difference between revisions of "deathmatch"
From Quake Wiki
(New page: {{lowercase-underscores}}{{Infobox Console variable |name=deathmatch |default-value=0 |saved-to-config=no }} Deathmatch is a term supposedly coined by John Romero to describe the visceral ...) |
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Deathmatch is a term supposedly coined by John Romero to describe the visceral experience of being in a "match" where two live players, each on their own computer, link up a game for the purpose of fighting the match to the death. Deathmatch differs from other "online/multiplayer" games or game modes in that there are no actual rules, except for maybe a time limit or fragcount limit - it's kill or be killed and at the end of it all whoever has killed the most wins. | Deathmatch is a term supposedly coined by John Romero to describe the visceral experience of being in a "match" where two live players, each on their own computer, link up a game for the purpose of fighting the match to the death. Deathmatch differs from other "online/multiplayer" games or game modes in that there are no actual rules, except for maybe a time limit or fragcount limit - it's kill or be killed and at the end of it all whoever has killed the most wins. | ||
− | There are different types of Deathmatch, here | + | There are different types of Deathmatch, here are common rules: |
− | * Deathmatch mode 1: Weapons disappear when | + | * Deathmatch mode 1: Weapons disappear when picked up and respawn 30 seconds after pickup. [[Ammo]] respawns 30 seconds after pickup. (default) |
− | * Deathmatch mode 2: Weapons | + | * Deathmatch mode 2: Weapons do not disappear, but player's already possessing the weapon will not receive additional ammo upon touch (weapon stay). [[Ammo]], [[Health]], [[Armor]] and [[Mega-Health]] do not respawn after pickup. (this mode is rarely used) |
− | * Deathmatch mode 3: | + | * Deathmatch mode 3: Weapon stay as in mode 2. [[Ammo]] returns 15 seconds after pickup. (popular) |
* Deathmatch mode 4: Starts with 250 [[Red Armor]] and 200 [[Health]], all weapons except [[Grenade Launcher]], unlimited [[Ammo]] and a [[Pentagram of Protection]] that is burning out. | * Deathmatch mode 4: Starts with 250 [[Red Armor]] and 200 [[Health]], all weapons except [[Grenade Launcher]], unlimited [[Ammo]] and a [[Pentagram of Protection]] that is burning out. | ||
{{Console variables}} | {{Console variables}} |
Revision as of 01:18, 2 November 2007
Template:lowercase-underscores
Default value: | "0" |
Saved to config.cfg: | no |
Deathmatch is a term supposedly coined by John Romero to describe the visceral experience of being in a "match" where two live players, each on their own computer, link up a game for the purpose of fighting the match to the death. Deathmatch differs from other "online/multiplayer" games or game modes in that there are no actual rules, except for maybe a time limit or fragcount limit - it's kill or be killed and at the end of it all whoever has killed the most wins.
There are different types of Deathmatch, here are common rules:
- Deathmatch mode 1: Weapons disappear when picked up and respawn 30 seconds after pickup. Ammo respawns 30 seconds after pickup. (default)
- Deathmatch mode 2: Weapons do not disappear, but player's already possessing the weapon will not receive additional ammo upon touch (weapon stay). Ammo, Health, Armor and Mega-Health do not respawn after pickup. (this mode is rarely used)
- Deathmatch mode 3: Weapon stay as in mode 2. Ammo returns 15 seconds after pickup. (popular)
- Deathmatch mode 4: Starts with 250 Red Armor and 200 Health, all weapons except Grenade Launcher, unlimited Ammo and a Pentagram of Protection that is burning out.
Console |
List of console variables | List of console commands |